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MDLC 2.0 Interpolation Table woes converting z.mdl to z.md2

stuart277

SOH-CM-2025
Hi All
I have been working on a model of the HMS Ark Royal and have come up with a problem.
The model is complete.
The model has had textures applied.
It exports from GMax.

When running DOS MDLC V2.0 I get the following part in the Log.

:L175354
[0] BGL_SET_MATERIAL (0xB8) found at 0x175354
Model000000/ Part000000
[0] BGL_DRAW_TRIANGLE_LIST (0xB9) found at 0x17535A
[0] Interpolation Table found at 0x17ACBA
....................................................................................................Unknown BGL Opcodes (0x3F82) found at 0x1920A8
....................................................................................................Unknown BGL Opcodes (0x8B00) found at 0x1920A9
[0] Interpolation Table found at 0x1920AA
[0] BGL_VAR_BASE32 (0x89) found at 0x1920B2
[0] Interpolation Table found at 0x1920B8
[0] BGL_VAR_BASE32 (0x89) found at 0x1920BC
[0] Interpolation Table found at 0x1920C2
[0] BGL_INTERPOLATE (0x9E) found at 0x192134
[0] Interpolation Table found at 0x192148
[0] BGL_RETURN (0x22) found at 0x193430

[0] Interpolation Table found at 0x193432
[0] BGL_RETURN (0x22) found at 0x193438

[0] BGL_RETURN (0x22) found at 0x19343A

[0] BGL_MOVE_G2L (0x4E) found at 0x19343C
[0] Interpolation Table found at 0x193442
[0] BGL_RETURN (0x22) found at 0x19ADBC

[0] BGL_SET_MATERIAL (0xB8) found at 0x19ADBE
Model000000/ Part000001
[0] BGL_DRAW_TRIANGLE_LIST (0xB9) found at 0x19ADC4
[0] BGL_RETURN (0x22) found at 0x19ECCC

[0] BGL_SET_MATERIAL (0xB8) found at 0x19ECCE
Model000000/ Part000002
[0] BGL_DRAW_TRIANGLE_LIST (0xB9) found at 0x19ECD4
[0] BGL_RETURN (0x22) found at 0x1A3BFC

[0] BGL_SET_MATERIAL (0xB8) found at 0x1A3BFE
Model000000/ Part000003
[0] BGL_DRAW_TRIANGLE_LIST (0xB9) found at 0x1A3C04
[0] BGL_RETURN (0x22) found at 0x1A3F6C


When trying to open it in mission builder, many parts are 'missing'.


Any ideas?

Cheers
Stuart
 
Hi Stuart,

1) If you look at it in MCX (as a ship mdl or bgl) does it show correctly, also with all the texs?

2) If you make it as a bgl and place it either with co-ordinates when compiling or with a scenery prog, does it show ok in the sim then?

2) Are there any moving parts on this model? If so reomve/disable them, recompile and see.

3) The MDLC Z switch if for re-sizing the visual model, is it possible that you have used the wrong units of measurement in Gmax, and the model is too big for MDLC to handle? Try making a smaller sized version and see if that works.

4) Have you left any spurious pixels/parts that are far away from the model, and therefore the model 'appears' too big again, to be handled?

5) Re-save all the texs either in the format you use, or in another one.

Just some thoughts.....

Cheers

Shessi
 
CFS2 dose seem to have a max polygon count and if you go over it CFS2 will not display random parts of the model.
 
Hi Stuart,

1) If you look at it in MCX (as a ship mdl or bgl) does it show correctly, also with all the texs?

2) If you make it as a bgl and place it either with co-ordinates when compiling or with a scenery prog, does it show ok in the sim then?

2) Are there any moving parts on this model? If so reomve/disable them, recompile and see.

3) The MDLC Z switch if for re-sizing the visual model, is it possible that you have used the wrong units of measurement in Gmax, and the model is too big for MDLC to handle? Try making a smaller sized version and see if that works.

4) Have you left any spurious pixels/parts that are far away from the model, and therefore the model 'appears' too big again, to be handled?

5) Re-save all the texs either in the format you use, or in another one.

Just some thoughts.....

Cheers

Shessi

Hi Shessi and Alan
Thanks for the detailed reply.

In short.
MCX still had missing objects
I did not do the .bgl test (I had trouble with this in the past)
No moving parts.
Units are OK
No spurious pixels/parts

However!
I did manage to get rid of the problem.

It may be that mdlc has a limit on the size of an individual 'part' that can be compiled.

I had a 'hull' with 27,500 poly's.

After I 'cut' some parts from the hull and reduced it to 11,000 poly's it went through mdlc without problem.

I put the parts 'back together' and again had the problem.

I don't normally have models with such large parts. It just thought it would make it easier to add camouflage.

Again, thanks for the input.

Take Care

Stuart
 
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